smooth in vec3 normal;

void main(){
/*
	if(texture(ge_Texture, ge_TexCoord0.st).a < 0.4){
		discard;
	}
*/
	vec3 n = normalize(normal);
	n = (n + vec3(1.0)) / 2.0;
	ge_FragColor = vec4(n, 1.0);
}